National Repository of Grey Literature 465 records found  previous11 - 20nextend  jump to record: Search took 0.04 seconds. 
Interactive Cloth Simulation Accelerated by GPU
Melichar, Vojtěch ; Klepárník, Petr (referee) ; Jaroš, Jiří (advisor)
This master thesis deals with interactive cloth simulation accelerated by GPU. In the first part there is a description of all technologies used during implementation of a program. The second part discusses various simulation methods. It is mainly focused on particle systems as a most used method. These parts are followed by a design of the program, which is implemented as a part of this thesis. The program was implemented in four variants. The first variant is CPU implementation, which was then optimalized with OpenMP. CUDA implementation is based on these implementations. Last variant implemented in this thesis is optimized CUDA implementation. All these implementations are evaluated from compute complexity point of view and suitability for real time graphics.
Fusion of Procedural and Keyframe Animation
Klement, Martin ; Pečiva, Jan (referee) ; Polok, Lukáš (advisor)
The goal of this work is to create an application, which will combine procedural and keyfram animations with subsequent visualization. Composition of this two different animations techniques is used to animate a virtual character. To combine this two techniques one starts with interpolations from keyframe animation and then enchance them by procedural animations to properly fit into the characters surroundings. This procedural part of animation is obtained by using forward and inverse kinematics. Whole application is written in C++, uses GLM math library for computations and OpenGL and GLUT for final visualization.
Mesh Compression for 64k Intro
Kosek, Jindřich ; Pečiva, Jan (referee) ; Polok, Lukáš (advisor)
This work deals with compression of 3D models for the use in intro with limited size of less than 64kB. Various techniques of model compression are described. Data structure of the model that was used to demonstrate the selected compression methods is also described. A simple algorithm for Catmull-Clark surface subdivision is described. Finally, the selected methods are experimentally evaluated to select the best of them.
Subdivision Surfaces
Otočka, Dávid ; Španěl, Michal (referee) ; Sumec, Stanislav (advisor)
The object of my bachelor work was to create a library, that will realise the technique of Subdivision Surfaces and demonstrate the functionality of the library on different examples. The library as well as the program is written by using C++ language, for window creation is used WinAPI and for work with the graphics OpenGL. There are three implemented algorithms and those are Butterfly, Loop and Catmull-Clark. For demonstration are used few basic objects, that are implemented directly in the library.
Interactive 3D Terrain Editor
Hulva, Jiří ; Vanek, Juraj (referee) ; Přibyl, Jaroslav (advisor)
The purpose of this work is to design and implement an interactive 3D terrain editor. The application should be able to create three-dimensional model of a terrain from input data, display it and allow free movement in displayed scene. Users should be provided with tools for editing heightmaps and surface textures. There should be option to load models of objects, like buildings or vegetation and place them on chosen locations.
Collision Detection in Computer Graphics
Stupka, Filip ; Starka, Tomáš (referee) ; Pečiva, Jan (advisor)
This thesis is focused on the problem of collision detection between math defined primitive models and also on triangle networks that form complex polygonal models. Simulation of collision detection is very complex topic from performance standpoint and even though multiple methods that solve these problems do exist, in most cases they are too slow to be any useful and therefore it is encouraged to find optimizations and alternate solutions. In order to be able to work with collision simulation we need to understand discrete and continuous movement techniques and we need to be able to predict behavior of certain objects. This thesis therefore is based on game engine development, optimizations and implementation of collision detection algorithms.
Shadow Rendering from Omnidirectional Light Sources
Mikulica, Tomáš ; Kobrtek, Jozef (referee) ; Navrátil, Jan (advisor)
This work discusses the possibilities for shadow rendering from omnidirectional light sources using OpenGL library. In this work the Cube map shadow mapping and the Dual paraboloid shadow mapping algorithms are described. Further more, this work contains the results of a comparison of these two methods in a way of time required for shadow map creation and a comparison of visual quality of resulting shadows.
Cyclic Engine Visualization
Fajkus, Jan ; Granát, Jiří (referee) ; Přibyl, Jaroslav (advisor)
Objective of this thesis was acquaint oneself with theory of cyclic engines, understand their principle, describe their conjunctive and different properties. Program part consisted in creating visualization of chosen engines in C/C++ language using openGL.
Radiosity on GPU
Šabata, David ; Nečas, Ondřej (referee) ; Polok, Lukáš (advisor)
This work deals with the radiosity algorith, a global illumination method and its implementation in OpenGL and OpenCL libraries. At rst two of the most common global illumination methods will be presented, considering radiosity as the main topic, including its usage in realtime rendering. An introduction to the libraries used will be next, followed by description of the application implemented in C++ language. In the end the ndings of this thesis and its possible improvements will be discussed.
Projector camera cooperation
Walter, Viktor ; Horák, Karel (referee) ; Richter, Miloslav (advisor)
The focus of this thesis is the cooperation of cameras and projectors in projection of data into a scene. It describes the means and theory necessary to achieve such cooperation, and suggests tasks for demonstration. A part of this project is also a program capable of using a camera and a projector to obtain necessary parameters of these devices. The program can demonstrate the quality of this calibration by projecting a pattern onto an object according to its current pose, as well as reconstruct the shape of an object with structured light. The thesis also describes some challenges and observations from development and testing of the program.

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